Natural Healing:
-Long Rests restore half the hit point maximum
-Short Rests take 30 minutes
Wound Threshhold:
-Character lvl + CON modifier times 3
(Example: (lvl 5 +CON mod. 2) x 3 =21, so when taking 21 damage an injury is beeng sustained)
With no previous injurys it results in a light injury.
With an untreated light injury it results in a serious injury (which might remove the light injury).
(Critical hits that exceed the Wound Threshhold result in a light injury on a 1 to 18 and a serious injury on a 19 to 20, in case of no previous injurys.)
Light Injuries:
-Concussion: -1 to all rolls
-Limp: -5ft movement, Acrobatics Check on dash
-Broken Rib: DC8 CON save on action in Combat
-Festering Wound: -1 max-HP per day
Serious Injuries:
-Lose an Eye: Disadvantage on perception checks and ranged attacks
-Lose an Arm/Hand: cant hold two things at once or two handed weapons
-Lose a Leg/Foot: Speed halved, need a cane/peg leg/etc, fall prone after dash action
-Internal Injury: DC15 CON save on action in Combat
-Horrible Scar: Disadvantage on persuasion checks, advantage on intimidation checks
Healing:
-Light Injurys: Low level Healing (4th level spells and lower, including potions) equivalent to the Wound Threshhold, or high level Healing (5th level Spells and above (includes upcast Spells)), or 5 succesfull medicine checks with a Healers Kit
-Serious Injurys: High level Healing for Internal Injurys and Horrible Scars, the 7th level "Regenerate" Spell (or stronger Spells)
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